Difference between revisions of "KFWeapon"

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(Added some descriptions)
(Added more descriptions)
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: If set to true, this weapon's accuracy is not affected by movement.
 
: If set to true, this weapon's accuracy is not affected by movement.
 
'''bool bUseCombos'''
 
'''bool bUseCombos'''
: <<Description>>
+
: Unused.
 
'''Vector EndBeamEffect'''
 
'''Vector EndBeamEffect'''
: <<Description>>
+
: Location of the end of the red dot laser that some weapons have (M14EBR). Updated every tick in RenderOverlays().
 
'''name FlashBoneName'''
 
'''name FlashBoneName'''
: <<Description>>
+
: Bone to attach muzzle flash effect to. This is usually 'tip'.
 
'''Effect_TacLightProjector FlashLight'''
 
'''Effect_TacLightProjector FlashLight'''
: <<Description>>
+
: Flashlight actor.
 
'''string HudImageRef'''
 
'''string HudImageRef'''
: <<Description>>
+
: Reference to 'unselected' weapon image in the HUD (used when cycling using the mouse wheel).
 
'''KFScopeDetailSettings KFScopeDetail'''
 
'''KFScopeDetailSettings KFScopeDetail'''
: <<Description>>
+
: Detail settings for scope ([[Crossbow]], [[M99]])
 
'''float LastAmmoResult'''
 
'''float LastAmmoResult'''
 
: <<Description>>
 
: <<Description>>
 
'''float LastHasGunMsgTime'''
 
'''float LastHasGunMsgTime'''
: <<Description>>
+
: Time when last "you already have this weapon" message was displayed.
 
'''int MagAmmoRemaining'''
 
'''int MagAmmoRemaining'''
: <<Description>>
+
: Amount of rounds remaining in the current magazine.
 
'''string MeshRef'''
 
'''string MeshRef'''
: <<Description>>
+
: Reference to weapon mesh.
 
'''float NextAmmoCheckTime'''
 
'''float NextAmmoCheckTime'''
 
: <<Description>>
 
: <<Description>>
 
'''int NumClicks'''
 
'''int NumClicks'''
: <<Description>>
+
: Number of times the player has dry-fired their weapon. Resets when they successfully fire a shot.
 
'''int NumLoadedThisReload'''
 
'''int NumLoadedThisReload'''
: <<Description>>
+
: Amount of shells reloaded in the last reload cycle (shotguns).
 
'''float QuickBringUpTime'''
 
'''float QuickBringUpTime'''
 
: <<Description>>
 
: <<Description>>
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: <<Description>>
 
: <<Description>>
 
'''int ReferenceCount'''
 
'''int ReferenceCount'''
: <<Description>>
+
: Reference counter to track how many instances of this actor exist.
 
'''float ReloadTimer'''
 
'''float ReloadTimer'''
 
: <<Description>>
 
: <<Description>>
 
'''string SelectedHudImageRef'''
 
'''string SelectedHudImageRef'''
: <<Description>>
+
: Reference to 'selected' weapon image in the HUD (used when cycling using the mouse wheel).
 
'''string SelectSoundRef'''
 
'''string SelectSoundRef'''
 
: <<Description>>
 
: <<Description>>
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: <<Description>>
 
: <<Description>>
 
'''array<string> SkinRefs'''
 
'''array<string> SkinRefs'''
: <<Description>>
+
: References to skins. Loaded into their respective ''Skins'' array slots.
 
'''float StandardDisplayFOV'''
 
'''float StandardDisplayFOV'''
 
: <<Description>>
 
: <<Description>>

Revision as of 21:25, 27 November 2012

Killing Floor class KFWeapon (source)
Object >> Actor >> Inventory >> Weapon >> BaseKFWeapon >> KFWeapon


Base weapon class for Killing Floor.

Properties

int AppID

Unique ID used to identify paid DLC weapons.

bool bAimingRifle

Set to true if using the scope or iron sights.

bool bAmmoHUDAsBar

Unused.

bool bConsumesPhysicalAmmo

Set to true if the weapon consumes some form of ammunition (false for syringe and welder).

bool bDoSingleReload

<<Description>>

bool bDualWeapon

Set to true if the dual version of a weapon (dualies, etc).

bool bHasScope

Set to true if the weapon has a scope.

bool bHasSecondaryAmmo

Set to true if weapon has secondary ammo (M4 203).

bool bIsReloading

Set to true while reloading.

bool bIsTier2Weapon

Set to true if if the weapon is tier 2 (used for achievements).

bool bIsTier3Weapon

Set to true if if the weapon is tier 3 (used for achievements).

bool bKFNeverThrow

If set to true the weapon cannot be thrown.

bool bModeZeroCanDryFire

If set to true, pulling the trigger when the weapon is empty will cause an auto-reload.

bool bNoHit

<<Description>>

bool bPendingFlashlight

Set to true when the player has pressed the flashlight key but the associated weapon has not yet been brought up.

bool bPreviouslyDropped

Set to true if a player had previously dropped this weapon.

bool bReduceMagAmmoOnSecondaryFire

Setting to true will prevent primary ammo from being consumed when using secondary fire (M4 203).

bool bReloadEffectDone

Set to false when starting a reload, and true when complete.

bool bShowPullOutHint

Used exclusively for the knife to check if a relevant hint should be shown.

bool bSpeedMeUp

If set to true, holding this weapon can increase the player's speed.

bool bSteadyAim

If set to true, this weapon's accuracy is not affected by movement.

bool bUseCombos

Unused.

Vector EndBeamEffect

Location of the end of the red dot laser that some weapons have (M14EBR). Updated every tick in RenderOverlays().

name FlashBoneName

Bone to attach muzzle flash effect to. This is usually 'tip'.

Effect_TacLightProjector FlashLight

Flashlight actor.

string HudImageRef

Reference to 'unselected' weapon image in the HUD (used when cycling using the mouse wheel).

KFScopeDetailSettings KFScopeDetail

Detail settings for scope (Crossbow, M99)

float LastAmmoResult

<<Description>>

float LastHasGunMsgTime

Time when last "you already have this weapon" message was displayed.

int MagAmmoRemaining

Amount of rounds remaining in the current magazine.

string MeshRef

Reference to weapon mesh.

float NextAmmoCheckTime

<<Description>>

int NumClicks

Number of times the player has dry-fired their weapon. Resets when they successfully fire a shot.

int NumLoadedThisReload

Amount of shells reloaded in the last reload cycle (shotguns).

float QuickBringUpTime

<<Description>>

float QuickPutDownTime

<<Description>>

int ReferenceCount

Reference counter to track how many instances of this actor exist.

float ReloadTimer

<<Description>>

string SelectedHudImageRef

Reference to 'selected' weapon image in the HUD (used when cycling using the mouse wheel).

string SelectSoundRef

<<Description>>

int SellValue

<<Description>>

array<string> SkinRefs

References to skins. Loaded into their respective Skins array slots.

float StandardDisplayFOV

<<Description>>

int StoppingPower

<<Description>>

Actor TacShine

<<Description>>

PlayerController Tier3WeaponGiver

<<Description>>

texture TraderInfoTexture

<<Description>>

name WeaponReloadAnim

<<Description>>

bool bHoldToReload

<<Description>>

bool bTorchEnabled

<<Description>>

EClientGrenadeState ClientGrenadeState

<<Description>>

vector FirstPersonFlashlightOffset

<<Description>>

material HudImage

<<Description>>

name IdleAimAnim

<<Description>>

int MagCapacity

<<Description>>

int MinimumFireRange

<<Description>>

name ModeSwitchAnim

<<Description>>

name ReloadAnim

<<Description>>

float ReloadAnimRate

<<Description>>

float ReloadRate

<<Description>>

material SelectedHudImage

<<Description>>

byte SleeveNum

<<Description>>

class<InventoryAttachment> TacShineClass

<<Description>>

sound ToggleSound

<<Description>>

float Weight

<<Description>>

sound AimInSound

<<Description>>

sound AimOutSound

<<Description>>

bool bHasAimingMode

<<Description>>

float ZoomedDisplayFOVHigh

<<Description>>